GooglePAD ondemand assetpack file packaged redundantly in obb file

UE - Platform - Mobile - Mar 19, 2021

In order to distribute content within GooglePAD's distribution size limit. (1GB for install-time, 500MB for fast-follow, and 500MB for on-demand) we are trying to package it as assetpack by dividing ...

Hot reload causes AnimBlueprint to lose functionality and crash

OLD - Anim - Mar 31, 2015

Casting to a character class inside of AnimBlueprint after a hot reload caused editor to crash Crash Reporter: [Link Removed] Additionally, Casts fail, breaking AnimBlueprint after a hot reload ...

Overlapping isn't updated on replicated components after SetWorldTransform

UE - Networking - Dec 10, 2015

Overlapping isn't updated on replicated components after SetWorldTransform. Updating the transform on the Actor itself updates the overlapping as expected. Reproduced in 4.10 and Main (CL# 2798114) ...

Setting child actor component offset breaks child component variables set in parent constructor

UE - Gameplay - Blueprint - Sep 6, 2016

If a child actor component has a local offset from the parent, any of the child's variables that are set in the parent's construction script are not registered. Workaround: Setting child variables ...

Editor Type Plugins are Included in Packaged Development Build

UE - Foundation - Cpp Tools - UnrealBuildTool - Feb 19, 2016

When you declare a plugin as "Editor" type, the plugin is still included in a packaged development build. Found in 4.10.3 binary. Reproduced in 4.11 Preview 5, and Main CL 2870013 ...

When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable

UE - Networking - Sep 25, 2018

When a client sends an Unreliable RPC to the Server in same frame with a Reliable RPC, Unreliable RPCs are Reliable. It implies extremely high lag on each lost RPC and all following ones. User lose ...

Debug lines can be obscured by post processing effects

UE - Graphics Features - Sep 14, 2015

Debug lines (Results of DrawDebugLine()) can be obscured by post processing effects such as a strong glare. Debug lines should be always visible for debugging purposes. ...

Use Per Property Manually Overridden Texture Sizes when Merging Materials generating HLODs only creates 1024 Texture Sizes

UE - World Creation - Worldbuilding Tools - HLOD - May 3, 2017

Texture sizes incorrect and always output 1k resolution textures when creating HLOD proxy meshes and using the per property manual override for texture sizes. I have attached a screenshot which exh ...

Nested components do not appear in proper order in viewport instances

UE - Gameplay - Blueprint - Nov 22, 2017

When an actor contains a nested component (components declared inside another component class), the hierarchy for the actor blueprint does not match the hierarchy of a placed instance of the actor ...

Integer Blueprint variables reset the Bitmask Enum setting when the Editor closes

UE - Gameplay - Blueprint - Feb 28, 2019

User created Bitmask flag Enumerators are not correctly stored and retrieved from Blueprint Integer variable settings. When the Editor is restarted the value of the Integer's Bitmask Enum is set to ...